uniform mat4 u_mvp;
attribute vec3 a_posL;
varying vec3 v_uv;

void main()
{
	gl_Position = u_mvp * vec4(a_posL, 1.0);
	gl_Position.z = (1.0000 - 0.0001)*gl_Position.w;
	v_uv = a_posL;
}   